Rarity | Base Stats | Price | Obtained From |
---|---|---|---|
Gold | 1,500/1,300 | 500,000 | Achieving Top 5% In Online Battle Seasons, Halloween Bundle |
Blackest Night Flash is an Online Battle season reward introduced in the 3.1 update. With essentially three passives countering three major forms of damage (special, basic, DOT), he can prove to be exceptionally tedious to defeat especially when coupled with the right gear and characters; he also has the highest tied damage stat for gold characters, making him one of the most powerful characters ever released in the game.
He can be obtained from his Online Battle season, or random chance in the Halloween Bundle.
Strategy
Basic Attacks
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3%) | 9% |
Heavy | 4% - 4% - 4% | 12% |
His combo ender is him running away from the opponent but then appearing behind them a split-second later, delivering a phasing punch through their back to the front, before Flash runs away and returns immediately in front of the opponent. It is possible for enemy attacks to miss when Flash is not in front of them (particularly noticeable with fast, short specials like Wonder Woman's s1).
If you try to use a special when Blackest Night Flash is performing a Combo Ender, it can still hit him but the tap/swipe minigame may appear where he was when you activated the special, behind you, and this may cause the camera to be locked in an awkward angle that prevents you from seeing the rest of the match properly, so be warned.
Like all Flash characters, his heavy combo starts with two hits with a single swipe even when blocked by the AI. In theory, as unblockable chance stack multiplicatively, with 2 Blackest Night teammates, Massive Sharpened Teeth, Soultaker Sword, and Hyperspeed Plated Suit, he will have a 86.436% chance to break block with at least one of the hits. If this setup is used by the AI (which can use full combos even if you are blocking), his 5-hit light combo would in theory roughly have a 99.78% chance to break block, making it almost impossible to fully block.
There are a few differences in The Flash's basic attacks when used by the player in comparison to the AI. When used by the player, the third hit of the light combo (the one before the combo ender) will not knock the opponent back, making him vulnerable to enemy counter attack as the opponent will recover faster than The Flash. However when used by the AI, the same hit will knock the player's character back if unblocked, giving the opponent Flash enough time to recover. Another difference is in The Flash's heavy combo. When used by the player, The Flash will have the same heavy combo as his older variants such as Prime, Regime and Elseworld. When used by the AI, he will have the same heavy combo as his Rebirth Wally West and Earth 2 variants. This is most likely to prevent the player from being able to chain his powerful SP2 (which is cancelled by blocking) to his heavy combo.
Passive
Resurrect
If Blackest Night Flash is able to resurrect by any given means, he will gain full health. Despite this, he does not resurrect on his own. Therefore, it is more or less mandatory to give him gear like 2/3 of the Fourth World Set and Nekron's Scythe (assuming that he has KOed an enemy beforehand) and also team him up with Hawkgirl/Blackest Night, giving him the ability to resurrect thrice, making him equal to a character with 5200 base health, surpassing the Nth Metal characters, and rendering him far more difficult to take down compared to Doomsday/Containment, whose health equals that of a character with 1500 base health, considering Doomsday's passive.
Astro-Harness' Power Shield is not a resurrection and does not directly interact with Black Flash; however, since the Power Shield has a chance to activate on a would-be KO blow, having multiple resurrection effects makes it more likely to eventually activate (Power Shield takes precedence over resurrections if it can activate).
Full heal on resurrections is unaffected by Heal Suppression in Survivor Mode, Scarecrow's Ventilator Mask and Killer Frost/Regime's passive. Batman/Flashpoint will disable resurrect in the first place, though.
Basic Attack Miss
When the second part of his passive is triggered, Blackest Night Flash blurs and the screen shakes briefly, interrupting the opponent in the middle of a basic combo and allowing him to counterattack with a basic attack or a Special of his own. He has to manually counterattack, as it is not automatic. It is not tied to Flash either; you can immediately tag in a teammate to attack instead if you choose to. Missed basic attacks do not grant any power.
Ironically, because the duration is so short, it can be faster to recover from than normal if his opponent have very slow basic attack animations (e.g. Martian Manhunter and Bane's heavy basics).
It can activate even if Flash would not have taken any damage from the basic attack (e.g. Invulnerability, or even if the opponent tries a melee basic attack when the Flash is too far away to actually hit) or when being stunned (he can't counter attack however). Interestingly, even though it's part of the light basic combo, he's unable to dodge combo enders for some reason as it has never been observed to occur at all.
DOT Heal and Power Gain
The last part of his passive makes Blackest Night Flash another defensive asset of Blackest Night teams against characters and gears that deal strong damage over time (DOT). However, it does not negate secondary effects - if bleeding, they will still take increased damage from all sources; and if poisoned, they will still deal reduced damage. Also, Lobo/Bounty Hunter's burn will still snare. On the flipside, this is good news when facing against Catwoman/Arkham Knight. As her DOT cannot be rinsed, tagging out will allow Blackest Night characters to regenerate health while their teammates take the battlefield.
Power drain as a secondary effect from some DOTs are also not negated; Blackest Night characters on Flash's team would both gain and lose power per tick from such a DOT. Notably, Heart of Darkness' DOT power drain occur after its damage grants power; this is particularly noticeable if the character is already at full power, as the power gain/drain cause them to reach full power then fall below it slightly repeatedly.
The Joker/Prime and The Joker/Insurgency's damage when you KO them is counted as DOT despite only damaging their opponent once, and Blackest Night Flash's passive causes these damaging effects to heal and give power instead. His passive does not work against Radiation. The DOT must be applied to heal and grant power; if Invulnerability prevents a DOT from being applied it will have no effect, but if a DOT is applied prior to Invulnerability is triggered, it remains attached and his passive can benefit from it. Since DOT cannot KO and will only deal damage down to 1 health, if a Blackest Night character has very little health left, a single DOT hit can only heal and restore power according to how much health they have left, reducing his passive's effectiveness when they are at critical health.
DOT heals for 100% damage as it would deal. Power gained is also based on DOT damage - It appears the power granted is also scaled according to the DOT that would have been dealt in comparison to maximum health, down to a minimum (Astro-Harness' electric DOT can deal as low as 1 damage but will still give noticeable power). KO'ing The Joker/Prime thus gives Blackest Night Flash 30% power, for example. DOT heal is affected by all sources of healing dampening, such as Killer Frost/Regime and Batman/Flashpoint. Dampening heal will not affect power gained from DOT.
If a Blackest Night character has low maximum health and sustains a strong DOT, they can receive more than two bars of power every second. In an extreme case, letting the Catwoman/Ame-Comi boss in Area 8 to use Cat Claws on a non-promoted Blackest Night character with Flash on the team, her DOT does so much damage it can fully refill health and power almost instantly, allowing the character to use a super move every couple seconds (which may be useful for super move Phantom Zone/Conditions, or just for amusement). Similarly, if you can survive the initial damage of final boss Catwoman/Batman Ninja's SP1 in area 9 (possible with E7+ characters and block gear), you can gain massive health and power rapidly.
This is by far his most dangerous ability and makes Blackest Night team feared, allowing Blackest Night team to counter various powerful DOT characters and gears such as Catwoman/Arkham Knight and The Ibistick, which are very common in Online Battle. Combined with resurrection can make it extremely difficult to defeat him and his Blackest Night teammates, especially with Hawkgirl/Blackest Night. To maximize his passive, putting him in Blackest Night team with Hawkgirl is a must, and Batman or Superman are the best choices for the third slot.
Gear
As mentioned before, Nekron's Scythe and 2 pieces of Fourth World Set along with Hawkgirl/Blackest Night essentially gives him 4 health bars.
- Fourth World Godly Mace is recommended due to it boosting his special 2's damage.
- Fourth World Godly Helmet is an offensive option for its tag in stun chance (works with Nekron's Scythe) and power generation. However, his passive's power gain from DOT is not affected by increased power generation.
- Fourth World Godly Chest Plate is a defensive option, most notably its 40% max health boost (which essentially becomes 160% max health due to his resurrects).
The Master's Death Cart is also a great gear for Flash's SP2 build when teamed with Batman/Blackest Night, since Batman will help its tag-in shots become unblockable, and Flash can chain his SP2 from the tag-in shots since his SP2 is long-ranged. Tantu Totem can be paired for extra crit and power.
Interactions
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against The Flash. Having a card that "counters" The Flash does not mean it is always a good choice.
Good With
- Any Blackest Night characters.
- Hawkgirl/Blackest Night: As stated in the Strategy section.
- Superman/Blackest Night: He negates the threat of most unblockable basic or special attacks, which is complimented by Blackest Night Flash's negation of DOT.
- Batman/Blackest Night: Batman gives The Flash an offensive edge with 30% unblockable chance on a full Blackest Night lineup, since The Flash's SP2 deals substantially less damage if it's blocked.
- Killer Frost/Prime, Nightwing/Batman Ninja: Lack of power will leave the opponents vulnerable to the chance to miss on basic attacks.
Good Against
- Characters and gears with strong DOT, such as Catwoman/Arkham Knight, Aquaman/Injustice 2 and The Ibistick
- Solomon Grundy/Earth 2 and the full LexCorp Set: Their continuous DOT will only give Blackest Night Flash the upper hand.
- Killer Frost/Regime: His resurrections to full health are unaffected by her healing reduction passive.
- The Joker/Insurgency: As stated in Strategy.
- The Flash/Metahuman: The Blackest Night version can dodge basic attacks, leaving Metahuman Flash open for counter attacks. Additionally, when paired with Superman/Blackest Night, Flash will be immune to Metahuman Flash's unblockable attacks.
- The Arkham Knight: His strong heavy combo may be interrupted by Flash's passive. The Arkham Knight's heavy combo is fully ranged, which means his next heavy attack can sometimes already be launched and can still hit Flash when the previous one is interrupted, although Flash can still retaliate during the interruption (such as with his ranged sp2).
- Characters or gears with strong regeneration effects, such as Superman/Prison, LexCorp Gauntlets V2 and the Regeneration handicap: Should The Flash's SP2 land unblocked on a low health opponent with these effects, he can take them out without much trouble compared to other characters as most of the high damaging hits of his special happen in "bullet time" and therefore by definition, The Flash is dealing damage to them "faster" than they can regenerate.
Countered By
- Batman/Flashpoint: After Batman uses a special attack, all forms of healing, including resurrection, are disabled; and Batman's high base damage and crit chance allow for easy knockout. Note however this applies after the end of a special; Flash's healing and resurrections can still activate during Batman's special, necessitating additional damage immediately after the special to finish him off.
- Superman/Blackest Night: His necrotic damage will cap the amount of health with which Blackest Night Flash can resurrect.
- Wonder Woman/New 52: If she has Tantu Totem, she can deliberately use her special 1 during his Combo Ender, which would miss and refund power allowing her to do it over and over, but her passive will still activate, giving her Justice League teammates power.
- Killer Frost/Regime: On the other hand, Killer Frost can greatly suppress his healing on DOT.
Abilities
Here are Flash's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Lightning Kick | First Special | The Flash deals out a series of ultra-quick kicks, temporarily increasing his attack speed (by 15%). | Rapid Swipe |
Thirst of the Undead | Second Special | Blackest Night Flash launches his prey into the air, feeding on their soul before smashing them to the ground. | Rapid Swipe (x2), Rapid Tap |
Speed Zone | Super Move | The Flash delivers super-speed punches onto his opponent. UNBLOCKABLE. | Tap |
If you equip him with The Ibistick, the LexCorp Helmet V2, or the League of Assassins Adept Blade, and use his SP1 and don't swipe at all, only the first kick will be performed and the DOT from these gears will not be applied.
Blackest Night Flash's SP2, Thirst of the Undead, has a number of interesting features:
- It normally consists of 5 hits, spread across 3 phases with a minigame each: 2 "launch" hits, 2 "feed" hits, and 1 "smash" hit.
- It has a different animation when blocked, performing only the first 2 hits WITHOUT KO-ing the opponent, similar to Batman/Flashpoint. This would negate most of the special's damage. However, if teamed with Batman/Blackest Night, he will have a block breaking chance on each hit. If he breaks block on the first or second hit, the rest of the special will be performed and would not be possible to block. Also, if he knocks the enemy down with his heavy combo then immediately uses his SP2, the enemy can block his SP2, but he can then FULLY execute that SP2. His SP2 is long-ranged, so it can be chained from The Master's Death Cart's tag-in shots, and Blackest Night Batman can help those shots become unblockable if he is in the same team with Flash.
- Only the first 2 hits would be performed if the special is negated (e.g. by the Blink on Mother Box, or the passives of Superman/Injustice 2, Batman/Dawn of Justice and The Flash/Wally West Rebirth).
- Even when unblocked, it can only KO the opponent on the last hit, unless there was a bleed active on the opponent. This also applies to triggering the target's Resurrect or Astro-Harness' Power Shield (they would remain at 1 health, and only the last hit of the special would trigger those effects).
- It cannot KO at all if Flash is healing from a bleed. This does not apply to other forms of DOT (including poison, Astro-Harness, League of Assassins Adept Blade). It also may be unable to deal a KO blow in other situations for reasons unknown.
- Unusually, the aerial "feed" hits do not actually stagger the opponent. This is noticeable if the previous "launching" hits are blocked by Invulnerability (so the target stays on the ground) which then wears off mid-special, or if they missed (e.g. because the target was knocked down by basics). It is possible for those "bite" hits to damage - or even block-break - the opponent, but they can still act and re-block against the last hits where he slams the target to ground.
- Some hits cannot damage Astro-Harness' Power Shield if the target is already at 1 health, even though other hits can damage normally.
Support Cards and Gear
Here are The Flash's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Altered Perception | Health | 10% HEALTH BOOST. | 3,000 |
Lightning Quick | Damage | 10% DAMAGE BOOST. | 4,000 |
Speed Force | Energy | 10% ENERGY REGENERATION. | 5,000 |
Hyperspeed Suit (Hyperspeed Plated Suit) | Gear |
8% - 18% POWER GENERATION increase [The Flash] 15% - 25% UNBLOCKABLE chance on basic attacks [EVOLVED] 20% - 30% CRIT chance on Special 1 |
25,000 - 1,000,000 (upgrading) |
Stats
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 11,745 | 18,945 |
Elite I | 17,618 | 28,431 |
Elite II | 23,490 | 37,908 |
Elite III | 35,235 | 56,862 |
Elite IV | 41,108 | 68,234 |
Elite V | 46,980 | 75,816 |
Elite VI | 52,852 | 85,293 |
Elite VII | 58,725 | 94,770 |
Elite VIII | 64,598 | 104,247 |
Elite IX | 70,470 | 114,724 |
Elite X | 82,924 | 146,016 |
Trivia
- He is The Flash character with the highest base damage and combined base stats.
- He is the Online Battle-exclusive character with the highest selling price - 150,000 power credits. Therefore, if players were able to unblock him in store, his price would be 500,000 credits, making him the most expensive gold character in the game, tied with Batman/Batman Ninja and Lord Joker/Batman Ninja.
- Unlike most Blackest Night characters, he has additional white and black energy effects; most others have blue/purple, while Doomsday/Blackest Night has red.
- He is based on Eobard Thawne, reanimated by a Black Lantern Ring during the Blackest Night event in the comics. Similarly to the Reverse Flash, the lightning symbol on his chest goes from top left to bottom right (from the viewer's perspective), the opposite of The Flash.
- Although his card image has been changed, his Online Battle season reward image has not.
- If you use a special against him while he is using his Combo Ender, normally impossible to see parts of the stage may become visible. On the Watchtower Bridge stage, you can actually see him finishing his Combo Ender and running all the way to the left and down into the spacecraft runway instead of a straight line.
- When he delivers the phasing punch with his combo ender, the orientation of his fist out of his opponent's chest is aligned with his opponent's direction, not his arm's. If the opponent uses an attack that changes the direction they face right at this time, the fist will follow it and stick out perpendicularly in any case.
- Sometimes, Flash will attempt to block your missed basic attack throughout the whole duration of the slowdown, essentially wasting it.
- Even when Flash is stunned, he can still evade basics, he won't get hit but it doesn't cause the "phase" effect. It also won't slow down or leave the opponent open like it normally would.
- He has a very similar passive to MK11 Jade from Mortal Kombat Mobile. For one thing, both characters can dodge basic attacks, although Jade has a 25% chance while Flash only has a 10% chance. On the other hand, Flash can resurrect, while Jade can’t. They both also reverse the effects of DOT for certain characters (Blackest Night for Flash, MK11 for Jade).
- For some reason, if the AI tags out while he is dodging a basic attack (because he blocked), he stops fighting the next time he tags in. He will still occasionally block specials or basic attacks, but will never initiate attacks, including special attacks or supermoves. DOTs will still run while giving him health and power. He will not tag out either, unless knocked down by a special or an undodged basic combo. The only way for the AI to recover and fight normally again, is for him to dodge a second time. Even him tagging out and tagging back in without another dodge occurring beforehand will not fix it.
- Blackest Night Flash has the highest possible Health among all characters. As stated in the Stats section, WITHOUT Augments at EX Lvl60, he has a Health of 146,016.
(1) Considering the following:
- Teamed with Hawkgirl/Blackest Night = +1 Resurrection / another 100% Health
- Geared with 2/3 of the Fourth World Set (specifically the Chestplate and Helmet) = +40% to total Health AND +1 Resurrection / another 100% Health
- Geared with Nekron's Scythe = +1 Resurrection / another 100% Health (assuming Blackest Night Flash has KOed an opponent beforehand)
- Teamed with Lex Luthor/Krypto = +30% to total Health
(2) Computing his total Health:
- 146,016 + 70% from Krypto Lex Luthor AND Fourth World Godly Chestplate = 248,227.20
- 248,227.20 x 4 from overall +3 Resurrections / +300% Health = 992,998.80 OR 992,999 (by rounding-off to the nearest ones)
(3) What if Blackest Night Flash’s Health is fully Augmented in this scenario? Since it is modification to his base stats:
- 992,998.80 x 1,600 / 1,300 = 1,222,152.36923, rounded to 1,222,152 Health